SDL: Move some code blocks inside `SDL_VIDEO_RENDER_SW`, where it belongs (#9259)

From 0a86f8eb6eb05f503d9d265534d1dd2bca027efb Mon Sep 17 00:00:00 2001
From: Anthony <[EMAIL REDACTED]>
Date: Wed, 13 Mar 2024 04:15:46 +0000
Subject: [PATCH] Move some code blocks inside `SDL_VIDEO_RENDER_SW`, where it
 belongs (#9259)

There was some software renderer specific code that can be excluded with SDL_LEAN_AND_MEAN. This contributes towards #9206
---
 src/render/SDL_render.c | 6 ++++++
 1 file changed, 6 insertions(+)

diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c
index cc8a5849a9368..ac0b16423b6bf 100644
--- a/src/render/SDL_render.c
+++ b/src/render/SDL_render.c
@@ -3782,6 +3782,7 @@ int SDL_RenderGeometry(SDL_Renderer *renderer,
     }
 }
 
+#if SDL_VIDEO_RENDER_SW
 static int remap_one_indice(
     int prev,
     int k,
@@ -4150,6 +4151,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
 
     return retval;
 }
+#endif /* SDL_VIDEO_RENDER_SW */
 
 int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
                           SDL_Texture *texture,
@@ -4247,11 +4249,13 @@ int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
     }
 
     /* For the software renderer, try to reinterpret triangles as SDL_Rect */
+#if SDL_VIDEO_RENDER_SW
     if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
         return SDL_SW_RenderGeometryRaw(renderer, texture,
                                         xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices,
                                         indices, num_indices, size_indices);
     }
+#endif
 
     return QueueCmdGeometry(renderer, texture,
                               xy, xy_stride, color, color_stride, uv, uv_stride,
@@ -4673,12 +4677,14 @@ int SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
     renderer->wanted_vsync = vsync ? SDL_TRUE : SDL_FALSE;
 
     /* for the software renderer, forward eventually the call to the WindowTexture renderer */
+#if SDL_VIDEO_RENDER_SW
     if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
         if (SDL_SetWindowTextureVSync(renderer->window, vsync) == 0) {
             renderer->simulate_vsync = SDL_FALSE;
             return 0;
         }
     }
+#endif
 
     if (!renderer->SetVSync ||
         renderer->SetVSync(renderer, vsync) != 0) {